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Gratt


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Fabiosek

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Gratt I checked the new Union.patch and with TestHardCollisionsOnLadder = True and TestHardCollisionsOnLadder = False everything is ok. I mean, the position is correct and I am not getting an "Access Violation" error. At least the bug did not come up after 15 minutes of intensive testing (I don't know if the crash will still appear, but if it does - I can't get it in a short time with the new Union.patch). I CAN'T SEE THE DIFFERENCE between false and true.

I don't understand why zuku05 has such a problem. I used to have it too, now I don't. We have the same Union versions (for sure). We test at the same level. It's weird.
 
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Esel Else

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Thanks for your help!
But this ladder problem got introduced in a current Union version? Older versions are okay?
Maybe there was a change that cause this bug? As more Union will grow in complexity, as more there's a chance something will break.
 
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N1kX

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As in the picture of zuko, this is not a Union error, if the ladder in zen is placed under any small slope, then the hero will climb it that way.
 

Fabiosek

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As in the picture of zuko, this is not a Union error, if the ladder in zen is placed under any small slope, then the hero will climb it that way.
But I check on the same ladder, on the same ZEN, on the same Union - I don't have that problem. Only zuku05. More people have to test it.

EDIT: I checked with other people - they had it correctly. Turns out zuku05 installed the new version of Union incorrectly (had the old one).
 
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Esel Else

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It was fixed a long time ago in the most popular russian fixing project, Gothic Mod Fix. Only one change needed in scripts: add Npc_PercDisable(self,PERC_ASSESSQUIETSOUND) to zs_smalltalk() function after b_setperception(self):

Daedalus:
func void zs_smalltalk()
{
    printdebugnpc(PD_TA_FRAME,"ZS_Smalltalk");
    b_setperception(self);
    Npc_PercDisable(self,PERC_ASSESSQUIETSOUND);
    ....

Thanks, this is the only method that really works. Method 2 works too, but cause a new bug that prevents the player to talk with NPCs that have a smalltalk. Method 3 don't work for me.
 

Esel Else

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I have a new request to add a good feature from Gothic 2 into Gothic 1.
GAME.pickLockScramble


This function adds possibility to randomly change the key lock combination of chests after savegame reload. This prevents using save/load as a cheat to get chests open without losing a lockpick.
 

Czudak

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I have a new request to add a good feature from Gothic 2 into Gothic 1.
GAME.pickLockScramble


This function adds possibility to randomly change the key lock combination of chests after savegame reload. This prevents using save/load as a cheat to get chests open without losing a lockpick.

That options works in NotR still. I'm using it at 30 value in Gothic.ini and it scrambles every lock in the game after reload.
 

Esel Else

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Max value should be 20 as there is no chest with more than 20 combinations.
But does this options also work with Gothic 1? If not, team Union should implement it.
 

Czudak

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Max value should be 20 as there is no chest with more than 20 combinations.
But does this options also work with Gothic 1? If not, team Union should implement it.

I'm sure that option works without Union and even without SystemPack, you dig? And there's no apparent "max value" for this?
 

Esel Else

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I'm sure that option works without Union and even without SystemPack, you dig? And there's no apparent "max value" for this?
I have tried it copying "pickLockScramble=30" under [Game] in Gothic.ini and it didn't work in game. No change. So Union should add this feature into Gothic 1.
 

Fabiosek

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If that's not a problem, then I suggest you change "GothicStarter_mod" to "GothicStarter_dev". Why? Because LOTS of people STILL (from different countries) think "_mod" means "run mods", which is .exe for modders. "_mod" was short for "modding".
If you change to "_dev" the modder will know it's for him. And for other players, there will be no reason to click on it (since "dev" is short for developer).
 

Czudak

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If that's not a problem, then I suggest you change "GothicStarter_mod" to "GothicStarter_dev". Why? Because LOTS of people STILL (from different countries) think "_mod" means "run mods", which is .exe for modders. "_mod" was short for "modding".
If you change to "_dev" the modder will know it's for him. And for other players, there will be no reason to click on it (since "dev" is short for developer).

That would extinguish at least two decades of Gothic users doing that blunder. Even though I discerned that issue in my mod's installation guide, there were still people using the "mod" version of the starter and getting warnings and reporting back to me. xD

I concur. This change is needed. Was needed since the release of the original Mod Kit, lol.
 

Slavemaster


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Gratt, у патча Disable frame activity on pause есть готовая реализация для движков G1, G1A, G2?
 

Gratt


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Slavemaster, нету. Надо? Мне рапортовали что он не нужен в г1. Если есть аргумент добавить - сделаю.
 

Slavemaster


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Slavemaster, нету. Надо? Мне рапортовали что он не нужен в г1. Если есть аргумент добавить - сделаю.
Да вроде бы да.
Ещё он нужен для корректной работы моего патча zCEventManager_DoFrameActivity_Fix.

P.S. Поймал момент, когда на паузе модель ползёт.
 

Gratt


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Slavemaster, на, посмотри. G1
Union:
    #patch [Disable frame activity on pause]
        #assembler [0x005D75B1]
            orgcode
            mov     eax, [ecx+00A0h]    ; type
            cmp     eax, 130            ; zVOB_TYPE_NSC
            jnz     return
            mov     eax, 0x008CF1E8     ; ztimer
            mov     eax, [eax+04h]      ; frameTimeFloat
            test    eax, eax
            jz      0x005D77A4
        return:
        #/assembler
    #/patch
 

Fabiosek

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Probably someone reported it, but it's a big problem for the G1 game (with Union 1.0l). The point is, when you draw your sword (it probably works the same with magic), the NPC yells "hide your weapon!". When you hide a weapon, the NPC doesn't react to it (he still thinks you have it out). And after a while, everyone attacks you. This makes it inconvenient to play G1 with Union 1.0l.

Interestingly, when you don't hide / hide your weapon, there should also be a third svm like "now you'll regret it!" (works with Systempack 1.8, doesn't work with Union 1.0l)
 
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N1kX

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Probably someone reported it, but it's a big problem for the G1 game (with Union 1.0l). The point is, when you draw your sword (it probably works the same with magic), the NPC yells "hide your weapon!". When you hide a weapon, the NPC doesn't react to it (he still thinks you have it out). And after a while, everyone attacks you. This makes it inconvenient to play G1 with Union 1.0l.

Interestingly, when you don't hide / hide your weapon, there should also be a third svm like "now you'll regret it!" (works with Systempack 1.8, doesn't work with Union 1.0l)
create new .patch in autorun

#disable [Create draw and remove weapon perceptions on run]
 

Antonov

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здравствуйте!
подскажите пожалуйста.
хочу установить Г2НВ + Возвращение 1.1 + 1.12.9
вместе с Union.
то в таком случае что нужно установить дополнительно, какое по (2.6.0.0-rev2, playerkit ,g2mdk).
напишите весь алгоритм действий начиная с установки игры, пожалуйста.
 
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